Josh Moline wrote:
> This is from the 0.5 tree. I haven't recompiled sigc++ with gcc-3.4
> yet, so it could be that too. It looks like I'll have to wait until the
> sigc++ issues are resolved as well. Thanks.
Looks like this was a bit of code that changed from 0.4 to 0.5, and thus
didn't get updated when I merged the gcc 3.4 fixes from the 0.4 tree.
Fixed now in CVS, with thanks.
I should mention that we do expect to be able to compile K-3D completely
with gcc 3.4, it's just the sigc++ 2 implementation that fails at
runtime. So if anyone has any other compile problems with gcc 3.4, let
us know.
Cheers,
Tim

This is from the 0.5 tree. I haven't recompiled sigc++ with gcc-3.4
yet, so it could be that too. It looks like I'll have to wait until the
sigc++ issues are resolved as well. Thanks.
On Thu, 2004-09-30 at 01:53, Timothy M. Shead wrote:
> Josh Moline wrote:
> > FYI, compiling with gcc-3.4.2:
> >
> > In file included from persistence.cpp:25:
> > persistence.h: In member function `void
> > k3d::persistent<base_t>::load(k3d::xml::element&)':
> > persistence.h:149: error: there are no arguments to `set_name' that
> > depend on a template parameter, so a declaration of `set_name' must be
> > available
> > persistence.h:149: error: (if you use `-fpermissive', G++ will accept
> > your code, but allowing the use of an undeclared name is deprecated)
>
> Is this with the 0.4 or 0.5 tree?
>
> FWIW, 0.5 requires sigc++ 2.0, and there is a known issue with sigc++
> 2.0 and gcc 3.4.
>
> Cheers,
> Tim
>
>
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--
Joshua Moline
jdmoline@...
http://jdmoline.home.comcast.net

Josh Moline wrote:
> I'm not sure if this is unique to Gentoo, but the configure script no
> longer finds my python installation. Python.h is located at:
> /usr/include/python2.3/Python.h
Very strange, I also have Gentoo, both Python 2.2 and 2.3, and the 0.4
tree works for me but I get the same problem with 0.5 (hadn't noticed
before because I've been doing minimal builds while working on the NGUI).
Cheers,
Tim

Josh Moline wrote:
> FYI, compiling with gcc-3.4.2:
>
> In file included from persistence.cpp:25:
> persistence.h: In member function `void
> k3d::persistent<base_t>::load(k3d::xml::element&)':
> persistence.h:149: error: there are no arguments to `set_name' that
> depend on a template parameter, so a declaration of `set_name' must be
> available
> persistence.h:149: error: (if you use `-fpermissive', G++ will accept
> your code, but allowing the use of an undeclared name is deprecated)
Is this with the 0.4 or 0.5 tree?
FWIW, 0.5 requires sigc++ 2.0, and there is a known issue with sigc++
2.0 and gcc 3.4.
Cheers,
Tim

I'm not sure if this is unique to Gentoo, but the configure script no
longer finds my python installation. Python.h is located at:
/usr/include/python2.3/Python.h
--
Joshua Moline
jdmoline@...
http://jdmoline.home.comcast.net

FYI, compiling with gcc-3.4.2:
In file included from persistence.cpp:25:
persistence.h: In member function `void
k3d::persistent<base_t>::load(k3d::xml::element&)':
persistence.h:149: error: there are no arguments to `set_name' that
depend on a template parameter, so a declaration of `set_name' must be
available
persistence.h:149: error: (if you use `-fpermissive', G++ will accept
your code, but allowing the use of an undeclared name is deprecated)
--
Joshua Moline
jdmoline@...
http://jdmoline.home.comcast.net

Romain Behar wrote:
> You'll find every dependencies here:
>
> http://k3d.sourceforge.net/cgi-bin/wiki?ExternalDependencies
>
> You'll have to add Expat and GtkGLExt to your list.
As an aside, I'll mention that expat won't be an issue for you, I've
used it with MSVC before. Haven't ever tried GtkGLExt, but worst-case
it's available as a MinGW-built binary which you should be able to link
with (since it's C, not C++).
Cheers,
Tim

rj@... wrote:
> I just need to ascertain that gtkmm2.4 is the minimum required before
> going too deep into it. It would seem that a set of msvc project files for
> gtkmm2.2 already exists.
gtkmm 2.2 requires libsigc++ 1.2. We've established the libsigc++ 1.2
tree as unreliable, causing segfaults in a number of K-3D regression
tests, and generating lots of errors with valgrind.
gtkmm 2.4 requires libsigc++ 2.0, which is a complete redesign of
libsigc++. In contrast to 1.2, it passes all K-3D regression tests and
does not generate any output with valgrind.
So we've been saying that gtkmm 2.4 is required, although there aren't
that many changes between the 2.2/2.4 APIs. I can understand the appeal
of starting with gtkmm 2.2, since it is alleged to build under MSVC. If
you come to me with a gtkmm 2.2 build that works, I'll happily relax the
requirement - who knows, if you're working with libsigc++ 1.2 under MSVC
you may have a breakthrough that fixes the entire 1.2 tree for all
platforms. That would be a big win for everyone.
Cheers,
Tim

You'll find every dependencies here:
http://k3d.sourceforge.net/cgi-bin/wiki?ExternalDependencies
You'll have to add Expat and GtkGLExt to your list.
The 'Optional' section lists libraries required by the
optional plugins. If you don't compile those plugins
then you won't need them.
Cheers,
Romain
> I just need to ascertain that gtkmm2.4 is the
> minimum required before
> going too deep into it. It would seem that a set of
> msvc project files for
> gtkmm2.2 already exists.
>
>
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Rene Jensen wrote:
> I am gathering momentum for an MSVC build of k3d / gtkmm. Anybody wants
> to join me or share their experiences (I found the wiki page)? I don't
> have much time, so it will be a time-streched project.
Rene:
Glad to have someone looking into this - if you haven't already you
should start looking at the libsigc++ and gtkmm mailing lists - there
seems to be persistent interest in getting libsigc++ 2.0 going under
MSVC. Once that happens, gtkmm-2.4 and K-3D should be doable pretty
quickly.
I created the solution and project files for K-3D, so touch base if you
have any questions.
Cheers,
Tim

I am gathering momentum for an MSVC build of k3d / gtkmm. Anybody wants =
to join me or share their experiences (I found the wiki page)? I don't =
have much time, so it will be a time-streched project.

Rick,
I have just tried again after solely removing
$(top_builddir)/boost/libs/filesystem/src/libfilesystempp.la which
ended in error as log below. {I ran bootstrap/configure/make}
../../../../libtool: s%^.*/%%: No such file or directory
../../../../libtool: -e: command not found
*** Warning: inferring the mode of operation is deprecated.
*** Future versions of Libtool will require -mode=MODE be specified.
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
../../../../libtool: -e: command not found
: compile: cannot determine name of library object from `'
make[4]: *** [convenience.lo] Error 1
make[3]: *** [all-recursive] Error 1
make[2]: *** [all-recursive] Error 1
make[1]: *** [all-recursive] Error 1
make: *** [all-recursive] Error 1
Regards,
Patrick

Russell Senior wrote:
> One other niggling little detail I've noticed. I've been flipping the
> coordinate system so that Z is "vertical" (I know that isn't the
> standard computer graphics way, but with the group of people I'm
> working with it communicates better). However, I can't seem to spin
> the CameraViewport around "the way I want"[1] with the Right Mouse
> Button. I thought maybe the X,Y,Z drop-down menu (rightmost on the
> top line of buttons on the Viewport) might alter that, but it doesn't
> seem to. What is the X,Y,Z drop-down supposed to do. This is with
> 4.3.0, but I think I saw the same thing with 4.2.0.
The Active Axis controls affect how 2D mouse coordinates are mapped to
3D for many of the tools. It doesn't have any impact on viewport
navigation.
The "orbiting" behavior in the viewport is designed to be good for
modeling, but it does introduce gimbal-lock and is hard-coded with the
assumption that +Y == "up".
Why not model your stick figures with +Y == "up", then add a rotation to
your export plugin to adjust the output to what your collaborators
expect? Change
k3d::world_position(*Object)
to
k3d::rotation3D(k3d::radians(-90), k3d::vector3(1, 0, 0)) *
k3d::world_position(*Object)
in your code (I might have the sign wrong, but you get the point). You
might also want to adjust the orientation of the Axes object in your
document to match as an aid to visualization.
Cheers,
Tim

>>>>> "Timothy" == Timothy M Shead <tshead@...> writes:
Timothy> In that case, suggest you grab a copy of the RAW export
Timothy> plugin, located in k3d/modules/geometry/rawwrite.cpp, and use
Timothy> that as your starting point. [...]
Thanks! You are a lifesaver. Works like a charm.
One other niggling little detail I've noticed. I've been flipping the
coordinate system so that Z is "vertical" (I know that isn't the
standard computer graphics way, but with the group of people I'm
working with it communicates better). However, I can't seem to spin
the CameraViewport around "the way I want"[1] with the Right Mouse
Button. I thought maybe the X,Y,Z drop-down menu (rightmost on the
top line of buttons on the Viewport) might alter that, but it doesn't
seem to. What is the X,Y,Z drop-down supposed to do. This is with
4.3.0, but I think I saw the same thing with 4.2.0.
[1] If I have my StickMan standing at x=0,y=0 head sticking up in the
+z direction, I can't spin him around the z-axis while +Z is "up"
in the Viewport. The y-axis is pinned along the middle of the
Viewport. Dragging RMB up moves +Y up, dragging RMB left-right
spins around the y-axis.
--
Russell Senior ``I have nine fingers; you have ten.''
seniorr@...

>>>>> "Timothy" == Timothy M Shead <tshead@...> writes:
Timothy> Actually, a couple of approaches come to mind, would you
Timothy> prefer to:
Timothy> * Write an "export" plugin that could write your desired data
Timothy> to a file somewhere, in whatever format makes most sense, or
Timothy> * Write a "query" plugin with a simple UI that you can use to
Timothy> manually view the world coordinates in your open document?
Well, actually the export to a file (just ASCII text with objectname,
x, y, z) would be easier/faster for me. The latter would be okay too,
but slightly less desirable. I know this isn't your problem, but I am
hard-pressed for time, so quick implementation trumps all here.
Timothy> Many thanks for your patience and attention to detail [...]
No problem.
And thanks for your help!
--
Russell Senior ``I have nine fingers; you have ten.''
seniorr@...

Russell Senior wrote:
> I've looked at the PluginTutorial stuff on the Wiki, but I haven't
> grok'd the internal interfaces, so pointers for getting world
> coordinates and exporting them somewhere visible would be most
> welcome. I think what I'd like to do is connect to a sphere and read
> its position in world coordinates.
Actually, a couple of approaches come to mind, would you prefer to:
* Write an "export" plugin that could write your desired data to a file
somewhere, in whatever format makes most sense, or
* Write a "query" plugin with a simple UI that you can use to manually
view the world coordinates in your open document?
> Also, there are some problems with "make install" from 4.3.0. About a
> dozen hpp files were not installed and I had to do them by hand before
> mymodule.cpp would compile. Here they are:
<snip/>
Many thanks for your patience and attention to detail on this - we need
to add some automated testing for header-file installs, in the meantime
we'll get this fixed in CVS ASAP.
Cheers,
Tim